World map

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The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[1] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[2]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[2]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[3]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[3]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[4]

World size

480 km2 (square kilometers) is the approximate world size at launch.[5]

  • An additional 100 km2 may be taken up by the Underrealm.[6]
  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[7]

480 square kilometers; which is which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[6]Steven Sharif


Er zullen bij de release 103 nodelocaties zijn.[12][13]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[14]

Economic regions are static areas defined by geographic points of interest.[15][16]

  • Castle regions are larger and encompass multiple economic regions.[15]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[17]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[15]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[18]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[16]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[19]

Guild castles influence a castle region around them.[20]

Guild castles impose a tax on all revenue for the nodes within its region.[24]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[25]
  • Part of the tax and resources gathered are applied to the castle for improvements.[26][27]
  • The remainder of tax income can be used by the guild for whatever they want.[28]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[29]

Points of interest

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[30] This content adapts to the development of the zone it is in.[31]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[3]


200 foot tall Pyrian statues in Alpha-1.[32]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[32]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[32]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[32]Mat Broome

Procedural generation

Verra will not be randomly generated, but the starting resource points may be different on each server.[33]

Resource locations

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[14]

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[34][35]

Battle maps

Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[2]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[36]


Battle maps offer an interactive command map instead of the standard World map. The system would be accessed through City hall or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[36]

Bounty hunter maps

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[37] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[38]

Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[2]

Treasure hunting

Treasure hunting is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[39][40][41]

  • The more treasure a player finds the better maps they can create.[41]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[41]
  • Treasure hunting will be a "way of life" rather than a profession.[40]


The world will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[42]

There will be a multitude of servers located throughout the various regions of the world.[44]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[44]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[44]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[44]Steven Sharif

Zones of influence

Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[45]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[12]Margaret Krohn

Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[45]

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[45]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[46]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[47]Jeffrey Bard

Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[48]

Zones of influence connect fully across the world without any gaps.[49]

There is not a space where you will move in to do something and no node will get that experience.[49]Steven Sharif

Zones and progression

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[4][12]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[50]Steven Sharif

Coastal nodes

There will be nodes along the coast and on islands.[52]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[52]
  • It may be possible to siege a coastal city by sea.[53]

Island chains are part of Ashes of Creation naval content.[54][55]


Some Environments (Biomes) have fixed climates and others are variable.[57]

  • Weather conditions change with the Seasons.
  • There will be dynamic weather that varies in intensity.[58]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.


See also


  1. Interview, 22 May 2017 (22:54).
  2. 2.0 2.1 2.2 2.3 The mighty beard!
  3. 3.0 3.1 3.2 3.3 3.4 3.5 MMOGames interview, January 2017
  4. 4.0 4.1 Livestream, 15 May 2017 (30:53).
  5. world size.png
  6. 6.0 6.1 Interview, 17 August 2018 (10:43).
  7. February 8, 2019 - Questions and Answers.
  8. Livestream, 31 October 2017 (24:00).
  9. Livestream, 27 September 2018 (9:08).
  10. Forest of Erinthia.png
  11. Newsletter, 7 August 2018
  12. 12.0 12.1 12.2 Blog - Know Your Nodes - The Basics.
  13. Interview, 24 augustus 2018 (3:44).
  14. 14.0 14.1 About Ashes of Creation.
  15. 15.0 15.1 15.2 economic-regions.png
  16. 16.0 16.1 economic-regions1.png
  17. economic-regions-static.png
  18. 18.0 18.1 region-overlap.png
  19. Blog: 10 facts about castle sieges in the MMORPG.
  20. castle-influence.png
  21. castle-taxes2.png
  22. 22.0 22.1 castle-region.png
  23. castle-metro.png
  24. castle-taxes.png
  25. castle-power.png
  26. castle-resources.png
  27. castle-taxes3.png
  28. castle-taxes4.png
  29. castle-taxes5.png
  30. Livestream, 17 November 2017 (36:22).
  31. 31.0 31.1 31.2 31.3 31.4 Livestream, 17 November 2017 (18:29).
  32. 32.0 32.1 32.2 32.3 Livestream, 17 August 2018 (10:01).
  33. procedural generation.png
  34. 34.0 34.1 steven-a1-leak-2.png
  35. Livestream, 15 December 2017 (1:09:36).
  36. 36.0 36.1 Livestream, 31 October 2017 (33:28).
  37. Interview, 20 January 2017 (06:12).
  38. Livestream, 24 May 2017 (48:00).
  39. Livestream, 18 July 2017 (53:52).
  40. 40.0 40.1 Livestream, 4 May 2018 (39:05).
  41. 41.0 41.1 41.2 Livestream, 6 December 2018 (40:46).
  42. Livestream, 19 May 2017 (37:03).
  43. Official Livestream - May 4th @ 3 PM PST - Q&A
  44. 44.0 44.1 44.2 44.3 Livestream, 27 September 2018 (48:13).
  45. 45.0 45.1 45.2 Node series part I
  46. Ashes of Creation FAQ.
  47. Interview, 20 April 2018 (7:22).
  48. Interview, 11 May 2018 (55:16).
  49. 49.0 49.1 Livestream, 9 July 2018 (39:32).
  50. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  51. Livestream, 17 August 2018 (58:53).
  52. 52.0 52.1 Livestream, 8 April 2018 (PM) (1:01:28).
  53. Livestream, 19 May 2017 (37:51).
  54. Livestream, 17 May 2017 (30:53).
  55. Kickstarter - We Just Broke $1,500,000!
  56. Video, 30 May 2017 (0:01).
  57. Livestream, 18 July 2017 (36:47).
  58. Livestream, 28 July 2017 (41:25).